Through the advice of some of the sages on this forum, I became aware of the importance of diligent tracking of time in the game world. Too often I find that the passage of time in the game world is so hand-waved and discordant that there is little effect for talents that halve the time of completing a task.
Also adventures need time pressure to keep the players experiencing a sense of Urgency. This can be a conscious shrinking window of opportunity, or a limited time before a pursuer is going to catch up with the PCs, etc. In order to convey a good sense of time passing, in my opinion you should not get in the habit of retconning or allowing rewinds in the time. This means that if time has passed it has passed and an opportunity is missed.
- In order to keep track of time and display it for the Players in live games, I have a little dial with a 24 hour clock I made and I move it as time in game passes
- In Online games I post significant passages of time in the chat as they occur
If there are situations where time is elapsing I will sometimes go a bit meta and give them a cutscene so they can see that the bad guys are hot on their trail, or up to something. Whenever possible I try to use cues that the characters themselves would be able to perceive though as far as the passage of time; such as sunrise, noon, sunset. This also makes it easier to remember that characters need food and water and rest.
In my role-playing career I have found that very few GMs do any kind of concrete time tracking, and will jump back and forth a lot in time either because the players forgot to do something or the GM forgets something. I think that making time too soft and amoebic has a negative effect on the perception of time passing in the game. Do you track time in the game, or do you not feel it is important?